Idea - Better Condition Remove

Idea - Better Condition Remove

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Posted by: Sol.4310

Sol.4310

After watching the SOTG and there was talk about condition remove, I figured I would put forward basic idea which would help Power Builds become bit more viable.

I’ll keep it simple and direct.

Currently the skill Heal as One is rarely used, troll’s and healing spring are far more viable, so why not change the skill to help the ranger class.

Change Heal as One to a Signet.
Change the recharge to 30 seconds. (So if traited for 20% faster recharge it will become a viable heal + you can get 3 stacks of might if traited. = 24 seconds when traited)
Change it to have one of the 2 following options.
Passive – 1 condition remove every 10 seconds.
or
Active – Removes 2 conditions when healing skill is used.
Not sure on how much heal you would give the skill maybe 7-8k heal.

But this would open up Power Builds more, atm you can only take signet of renewal as our condition remove and once used we in rather bad spot. Also give’s us more might stacking options which will open up different rune setup’s.

Now the idea isn’t the end game, but I feel it would be good step in the right direction.

Saizo Sol – Ranger
Twitch – Aussie Streamer

Idea - Better Condition Remove

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Posted by: Substance E.4852

Substance E.4852

I could see a lot of utility for the skill if they just added the effect of reviving any dead pet we have equipped. Suddenly it becomes an attractive option in areas where pet death is all but inevitable while making these spots easier to handle.

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Idea - Better Condition Remove

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Posted by: jubskie.3152

jubskie.3152

Interesting idea turning it into a signet, but wouldn’t the passive be redundant with SoR? They mentioned that they want to remove the passiveness of condition removal for rangers.

The alternative would be to just merge SoR with the heal, and make a new signet to replace SoR, but we lose the absorb all conditions in an AoE. I guess if the new signet was a support one, it would still be ok.

Extraordinary Gentlemen [EXG] Desolation
Doing It With Style
www.exg-guild.com

Idea - Better Condition Remove

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Posted by: Sol.4310

Sol.4310

Well it was just idea, even if they made it so you could remove conditions when used, that would be allot more effective. It opens up better might stacking builds for both SPvP and WvW, giving power builds that punch they really needed.

Currently our power builds just don’t cut it in terms of direct damage. But if we could might stack allot better would bring us closer to other classes in terms of power builds and it wouldn’t throw the meta out.

Also I wouldn’t have it xfer the conditions to the pet. If it was passive remove.

E.g. you would have the Signet Heal (Remove’s Conditions on Heal) + Signet of Renewal, this would open up more options like. 30/20/0/20/0 builds giving us the option to trait into dodge condition remove + heal condition remove and having the hard signet condition remove.

It would help make melee burst build more viable.

Saizo Sol – Ranger
Twitch – Aussie Streamer

(edited by Sol.4310)

Idea - Better Condition Remove

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Posted by: Indoles.1467

Indoles.1467

Condition removal is (imo) the main reason this profession is weak. We simply have the worst condition removal available with the only on demand ones being:
SoR, Evasive Purity (20 deep into NM just for blind+poison removal), Healing Spring (tied to a heal), and the spirit elite. I’m going to create a suggestion thread for possible condition removing skills soon for the ranger, but one I can tell you that needs to happen right meow is the spirit elite should perform a full cleanse (at least 3 conditions) on all affected allies. A possible 2 condition cleanse (30s apart minimum!) on a 4min cd is ridiculous and really represents the position rangers are in right now in terms of not only condition removal but everything. If we have it, it is both on an extremely long cd and weak. Oh but we have a pet that is practically uncontrollable.

A very weak comparison would be Ranger Greater #2 Maul vs Guardian Hammer #2 Mighty Blow. GS has a 1.5 coefficient, Hammer has a 1.75. GS does 3 stacks of bleed, Hammer is a blast finisher. GS cd is 6s, Hammer cd is 5s. GS cast time is 0.75s, Hammer cast time is 0.75s. So Mighty Blow deals more direct damage, has a faster cooldown, and is a blast finisher but lacks 3 stacks of bleeding. For a weapon that applies no other damaging conditions, those 3 stacks of bleeding are pretty worthless.

Idea - Better Condition Remove

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Posted by: Razor.9872

Razor.9872

Well it was just idea, even if they made it so you could remove conditions when used, that would be allot more effective. It opens up better might stacking builds for both SPvP and WvW, giving power builds that punch they really needed.

Currently our power builds just don’t cut it in terms of direct damage. But if we could might stack allot better would bring us closer to other classes in terms of power builds and it wouldn’t throw the meta out.

Also I wouldn’t have it xfer the conditions to the pet. If it was passive remove.

E.g. you would have the Signet Heal (Remove’s Conditions on Heal) + Signet of Renewal, this would open up more options like. 30/20/0/20/0 builds giving us the option to trait into dodge condition remove + heal condition remove and having the hard signet condition remove.

It would help make melee burst build more viable.

I wish we had a signet trait similar to that of the Necromancer.

For us, we have 2 traits (not including signet of the beastmaster) that modify signets; One that reduces cooldown by 20%, and one that grants 3 stacks of might on activation for 5 seconds.

Necromancers, on the other hand, have but one trait; this trait reduces cooldown on signets by 20% and grants 3 stacks of might for 10 seconds.

I admit it. I’m jelly.

NSPride <3

Idea - Better Condition Remove

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Posted by: jubskie.3152

jubskie.3152

I wish we had a signet trait similar to that of the Necromancer.

For us, we have 2 traits (not including signet of the beastmaster) that modify signets; One that reduces cooldown by 20%, and one that grants 3 stacks of might on activation for 5 seconds.

Necromancers, on the other hand, have but one trait; this trait reduces cooldown on signets by 20% and grants 3 stacks of might for 10 seconds.

I admit it. I’m jelly.

It’s actually 15s for the ranger, but yeah, having 1 trait to do both makes me jelly

Extraordinary Gentlemen [EXG] Desolation
Doing It With Style
www.exg-guild.com